Fix glTF not accepting VEC3 colors

Aside from the colors themselves, the rejection was adding somes issues later in the mesh import process.

(cherry picked from commit adbe749513)
This commit is contained in:
Pedro J. Estébanez 2018-03-19 00:05:29 +01:00 committed by Hein-Pieter van Braam
parent 449e75455b
commit 6063e74e06

View file

@ -762,14 +762,22 @@ PoolVector<Color> EditorSceneImporterGLTF::_decode_accessor_as_color(GLTFState &
PoolVector<Color> ret;
if (attribs.size() == 0)
return ret;
ERR_FAIL_COND_V(attribs.size() % 4 != 0, ret);
int type = state.accessors[p_accessor].type;
ERR_FAIL_COND_V(!(type == TYPE_VEC3 || type == TYPE_VEC4), ret);
int components;
if (type == TYPE_VEC3) {
components = 3;
} else { // TYPE_VEC4
components = 4;
}
ERR_FAIL_COND_V(attribs.size() % components != 0, ret);
const double *attribs_ptr = attribs.ptr();
int ret_size = attribs.size() / 4;
int ret_size = attribs.size() / components;
ret.resize(ret_size);
{
PoolVector<Color>::Write w = ret.write();
for (int i = 0; i < ret_size; i++) {
w[i] = Color(attribs_ptr[i * 4 + 0], attribs_ptr[i * 4 + 1], attribs_ptr[i * 4 + 2], attribs_ptr[i * 4 + 3]);
w[i] = Color(attribs_ptr[i * 4 + 0], attribs_ptr[i * 4 + 1], attribs_ptr[i * 4 + 2], components == 4 ? attribs_ptr[i * 4 + 3] : 1.0);
}
}
return ret;